from .spells import Spell class Earthquake(Spell): """You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. """ name = "Earthquake" level = 8 casting_time = "1 action" components = ('V', 'S', 'M') materials = "a pinch of dirt, a piece of rock, and a lump of clay" duration = "Concentration, up to 1 minute" magic_school = "Evocation" classes = () class EldritchBlast(Spell): """A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. Evocation Cantrip """ name = 'Eldritch Blast' level = 0 casting_time = "1 action" casting_range = "120 feet" components = ('V', 'S') duration = "Instantaneous" magic_school = "Evocation" classes = ('Warlock', ) class ElementalWeapon(Spell): """A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. **At Higher Levels** When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4. """ name = 'Elemental Weapon' level = 3 casting_time = "1 action" casting_range = "Touch" components = ('V', 'S') duration = "Concentration, up to 1 hour" magic_school = "Transmutation" classes = ('Paladin', ) class Entangle(Spell): """Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. """ level = 1 name = "Entangle" casting_time = "1 action" casting_range = "90 ft (20 ft area)" components = ("V", "S") duration = "Concentration, up to 1 minute" magic_school = "Conjuration" classes = ('Druid') class Enthrall(Spell): """You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. """ level = 2 name = "Enthrall" casting_time = '1 action' casting_range = '60 feet' components = ('V', 'S') duration = "1 minute" magic_shool = "Enchantment" classes = ('Bard', 'Warlock') class Etherealness(Spell): """You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. """ name = "Etherealness" level = 7 casting_time = "1 action" components = ('V', 'S') materials = "" duration = "Up to 8 hours" magic_school = "Transmutation" classes = ("Bard", 'Cleric', 'Sorceror', 'Warlock', 'Wizard') class ExpeditiousRetreat(Spell): """This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. """ name = "Expeditious Retreat" level = 1 casting_time = '1 bonus action' components = ('V', 'S') duration = "Concentration, up to 10 minutes" casting_range = "self" magic_school = "Transmutation" classes = ("Sorceror", "Warlock", "Wizard") class Eyebite(Spell): """For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of **eyebite**. **Asleep.** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. **Panicked.** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. **Sickened.** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. """ name = "Eyebite" level = 6 casting_time = "1 action" casting_range = "Self" components = ('V', 'S',) materials = "" duration = "1 minute" magic_school = "Necromancy" classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard', ) class FalseLife(Spell): """Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. """ name = "False Life" level = 1 casting_time = "1 action" casting_range = "Self (30 feet)" components = ("V", "S", "M") materials = "A small amount of alcohol or distilled spirits" duration = "1 hour" magic_school = "Necromancy" classes = ('Sorceror', 'Wizard', ) class FindThePath(Spell): """This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. Faerie Fire 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. """ name = "Find the Path" level = 6 casting_time = "1 minute" components = ('V', 'S', 'M') materials = "a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes— worth 100 gp and an object from the location you wish to find" duration = "Concentration, up to 1 day" magic_school = "Divination" classes = () class FingerOfDeath(Spell): """You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. """ name = "Finger of Death" level = 7 casting_time = "1 action" casting_range = "60 feet" components = ('V', 'S') materials = "" duration = "Instantaneous" magic_school = "Necromancy" classes = ('Sorceror', 'Warlock', 'Wizard', ) class FireBolt(Spell): """You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). """ name = "Fire Bolt" level = 0 casting_time = "1 action" components = ('V', 'S') materials = "" duration = "Instantaneous" magic_school = "Evocation" classes = () class FireStorm(Spell): """A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. """ name = "Fire Storm" level = 7 casting_time = "1 action" components = ('V', 'S') materials = "" duration = "Instantaneous" magic_school = "Evocation" classes = () class Fireball(Spell): """A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. """ name = "Fireball" level = 3 casting_time = "1 action" components = ('V', 'S', 'M') materials = "a tiny ball of bat guano and sulfur" duration = "Instantaneous" magic_school = "Evocation" classes = () class FlameStrike(Spell): """A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. """ name = "Flame Strike" level = 5 casting_time = "1 action" components = ('V', 'S', 'M') materials = "pinch of sulfur" duration = "Instantaneous" magic_school = "Evocation" classes = () class FlamingSphere(Spell): """A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. **At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. """ name = "Flaming Sphere" level = 2 casting_time = "1 action" casting_range = "60 feet" components = ('V', 'S', 'M') materials = "a bit of tallow, a pinch of brimstone, and a dusting of powdered iron" duration = "Concentration, up to 1 minute" magic_school = "Conjuration" classes = ('Druid', 'Wizard', ) class Fly(Spell): """You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. """ name = "Fly" level = 3 casting_time = "1 action" components = ('V', 'S', 'M') materials = "a wing feather from any bird" duration = "Concentration, up to 10 minutes" magic_school = "Transmutation" classes = () class FindSteed(Spell): """You summon a spirit that assumes the form of an unusually intelligent, strong and loyal steed, creating a long lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of its normal type. Additionally if your steed has an intelligence of 5 or less, its intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. The steed serves as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While the steed is within 1 mile of you, you can communicate with it telepathically. You cannot have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. """ name = "Find Steed" level = 2 casting_time = "10 minutes" components = ('V', 'S') duration = "Instantaneous" magic_school = "Conjuration" classes = ('Paladin', ) class FogCloud(Spell): """You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Level: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. """ name = "Fog Cloud" level = 1 casting_time = "1 action" casting_range = "120 feet" components = ("V", "S") duration = "Concentration, up to 1 hour" magic_school = "Conjuration" classes = ('Druid', 'Ranger', 'Sorceror', 'Wizard') class Foresight(Spell): """You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends. """ name = "Foresight" level = 9 casting_time = "1 minute" components = ('V', 'S', 'M') materials = "a hummingbird feather" duration = "8 hours" magic_school = "Divination" classes = () class FreedomOfMovement(Spell): """You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks. """ name = "Freedom of Movement" level = 4 casting_time = "1 action" components = ('V', 'S', 'M') materials = "a leather strap, bound around the arm or a similar appendage" duration = "1 hour" magic_school = "Abjuration" classes = () class Gate(Spell): """You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you. """ name = "Gate" level = 9 casting_time = "1 action" components = ('V', 'S', 'M') materials = "a diamond worth at least 5,000 gp" duration = "Concentration, up to 1 minute" magic_school = "Conjuration" classes = () class GentleRepose(Spell): """You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. """ name = "Gentle Repose" level = 2 casting_time = "1 action" casting_range = "Touch" components = ('V', 'S', 'M') materials = "a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration" duration = "10 days" magic_school = "Necromancy" classes = ('Cleric', 'Wizard') class GlobeOfInvulnerability(Spell): """An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. """ name = "Globe of Invulnerability" level = 6 casting_time = "1 action" components = ('V', 'S', 'M') materials = "a glass or crystal bead that shatters when the spell ends" duration = "Concentration, up to 1 minute" magic_school = "Abjuration" classes = () class GreaterInvisibility(Spell): """You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. """ name = "Greater Invisibility" level = 4 casting_time = "1 action" components = ('V', 'S') materials = "" duration = "Concentration, up to 1 minute" magic_school = "Illusion" classes = () class GreaterRestoration(Spell): """You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: • One effect that charmed or petrified the target • One curse, including the target’s attunement to a cursed magic item • Any reduction to one of the target’s ability scores • One effect reducing the target’s hit point maximum """ name = "Greater Restoration" level = 5 casting_time = "1 action" components = ('V', 'S', 'M') materials = "diamond dust worth at least 100 gp, which the spell consumes" duration = "Instantaneous" magic_school = "Abjuration" classes = () class GuardianOfFaith(Spell): """A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. """ name = "Guardian of Faith" level = 4 casting_time = "1 action" components = ('V',) materials = "" duration = "8 hours" magic_school = "Conjuration" classes = () class Guidance(Spell): """You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. """ name = "Guidance" level = 0 casting_time = "1 action" components = ('V', 'S') materials = "" duration = "Concentration, up to 1 minute" magic_school = "Divination" classes = ('Cleric', 'Druid') class GuidingBolt(Spell): """A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. """ name = "Guiding Bolt" level = 1 casting_time = "1 action" components = ('V', 'S') materials = "" duration = "1 round" magic_school = "Evocation" classes = () class GustOfWind(Spell): """A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. """ name = "Gust of Wind" level = 2 casting_time = "1 action" casting_range = "Self (60-foot line)" components = ("V", 'S', 'M') materials = "A legume seed" duration = "Concentration, up to 1 minute" magic_school = "Evocation" classes = ("Druid", "Sorceror", 'Wizard') class Harm(Spell): """You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. """ name = "Harm" level = 6 casting_time = "1 action" components = ('V', 'S') materials = "" duration = "Instantaneous" magic_school = "Necromancy" classes = () class Haste(Spell): """Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. """ name = "Haste" level = 3 casting_time = "1 action" components = ('V', 'S', 'M') materials = "a shaving of licorice root" duration = "Concentration, up to 1 minute" magic_school = "Transmutation" classes = () class Heal(Spell): """Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. """ name = "Heal" level = 6 casting_time = "1 action" components = ('V', 'S') materials = "" duration = "Instantaneous" magic_school = "Evocation" classes = () class HealingWord(Spell): """A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. """ name = "Healing Word" level = 1 casting_time = "1 bonus action" components = ('V',) materials = "" duration = "Instantaneous" magic_school = "Evocation" classes = () class HellishRebuke(Spell): """Reaction: you are being damaged by a creature within 60 feet of you that you can see. You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. """ name = 'Hellish Rebuke' level = 1 casting_time = '1 reaction' components = ('V', 'S') materials = '' duration = 'Instantaneous' magic_school = 'Evolcation' classes = ('Warlock',) class HeroesFeast(Spell): """You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. """ name = "Heroes' Feast" level = 6 casting_time = "10 minutes" components = ('V', 'S', 'M') materials = "a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes" duration = "Instantaneous" magic_school = "Conjuration" classes = () class Hex(Spell): """You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At higher level: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.""" name = 'Hex' level = 1 casting_time = '1 bonus action' casting_range = '90 feet' components = ('V', 'S', 'M') materials = 'The petrified eye of a newt' duration = 'Concentration, up to 1 hour' magic_school = 'Enchantment' classes = ('Warlock',) class HoldPerson(Spell): """Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. """ name = "Hold Person" level = 2 casting_time = "1 action" components = ('V', 'S', 'M') materials = "a small, straight piece of iron" duration = "Concentration, up to 1 minute" magic_school = "Enchantment" classes = () class HolyAura(Spell): """Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. """ name = "Holy Aura" level = 8 casting_time = "1 action" components = ('V', 'S', 'M') materials = "a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text" duration = "Concentration, up to 1 minute" magic_school = "Abjuration" classes = () class HuntersMark(Spell): """You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Level: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. """ name = "Hunter's Mark" level = 1 casting_time = "1 bonus action" casting_range = "90 feet" components = ("V") duration = "Concentration, up to 1 hour" magic_school = "Diviniation" classes = ("Ranger",) class IceStorm(Spell): """A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. """ name = "Ice Storm" level = 4 casting_time = "1 action" components = ('V', 'S', 'M') materials = "a pinch of dust and a few drops of water" duration = "Instantaneous" magic_school = "Evocation" classes = () class Identify(Spell): """You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. """ name = "Identify" level = 1 casting_time = "1 minute" components = ('V', 'S', 'M') materials = "a pearl worth at least 100 gp and an owl feather" duration = "Instantaneous" magic_school = "Divination" classes = () class IllusoryScript(Spell): """You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. """ name = 'Illusory Script' level = 1 casting_time = '1 minute' casting_range = 'Touch' components = ('S', 'M') materials = "a lead-based ink worth at least 10 gp, which the spell consumes" duration = "10 days" magic_school = "Illusion" ritual = True classes = ('Bard', 'Warlock', 'Wizard') class Imprisonment(Spell): """You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. """ name = "Imprisonment" level = 9 casting_time = "1 minute" components = ('V', 'S', 'M') materials = "a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target" duration = "Until dispelled" magic_school = "Abjuration" classes = () class InflictWounds(Spell): """Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. """ name = "Inflict Wounds" level = 1 casting_time = "1 action" components = ('V', 'S') materials = "" duration = "Instantaneous" magic_school = "Necromancy" classes = () class Invisibility(Spell): """A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. """ name = "Invisibility" level = 2 casting_time = "1 action" components = ('V', 'S', 'M') materials = "an eyelash encased in gum arabic" duration = "Concentration, up to 1 hour" magic_school = "Illusion" classes = ()